
Command a rebellion as Leon Beaumont, Exiled Prince of Astrea, against the king that betrayed him. Engage in a classic turn-based tactical RPG experience as you unravel untold secrets from the past. Recruit allies, manage inventory, and train your soldiers in this JRPG inspired journey!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Japanese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Storywise this game doesn't offer a lot. Its very generic but also vague at times, leaving the player guessing about some key details. I'm also not a fan of the framing device it uses here, relying on constant intermittent flashbacks. But then in the present part of the game, you're thrown into it right in the middle of things. The main character is leading a rebellion against the king who used to be his childhood friend but there is little context as to why other than saying "he's a tyrant". Ok...any specific examples? Nope. Also the MC (and every side character as well) has no personality whatsoever, making the dialog really boring to read through. The gameplay fares a little better but also suffers from several design issues. For one RNG is a huge factor. One turn your units might struggle to deal any damage to an enemy, and the next turn their powers that give them double moves, 5x attacks, etc. suddenly activate, trivializing the fight. There are a lot of "hard counters as well". A poleaxe designed to counter cavalry will do 60+ damage in one hit vs a regular axe doing less than a third of that. I really appreciate the idea of making tactics matter more, but making the counters this extreme is too much of an over correction. This problem gets worse on veteran difficulty, which seems to be fine tuned so that you have to abuse the hard counters as much as possible while also at times relying on rolling well in terms of getting those double moves and extra attacks. There is very much a "right" and a "wrong" way to play the game at times, which makes it very difficult to experiment creatively with different tactics. This wouldn't be so bad, except you can't change the difficulty once you've started a campaign, which is an infuriating pattern I have seen time and time again in bad games. It would be one thing if a particular mission was poorly balanced but you could just change the difficulty for that mission only. Its another thing when you can't do that and just end up quitting because you don't want to repeat hours of gameplay. Case and point: mission 4 seems nearly impossible on veteran. Right off the bat, you get swarmed and usually lose several characters on the first turn of combat, while your party is also split, and some of them (you don't get to choose which) have to complete their own objectives somewhere else by running a gauntlet of dozens of high level enemies. There seems to be some thought process behind this, as the enemy is cavalry based and an item shop nearby sells anti-cavalry weapons. However, you can't get them equipped to your characters before the first enemy turn. Its a shame too. I thought veteran was actually very fun up until that point. But I am not going to go back and repeat 4 hours of gameplay that will be too easy just because one mission is horribly broken.
这个游戏哪都有当年火纹的影子,也本应像火纹一样有趣,然而不能自由存档的设计毁了其他的一切:从命中、暴击到升级加点,游戏过程充满了随机性,但是这个游戏存档的代价非常高,玩家不但需要让人物走到那些存档点上去存档,而且还要耗费一次行动才能存档(这个设计我真是第一次见-_-|||),更要命的是一个存档点只能使用一次……当你千辛万苦跨越危机之后会经常因为找不到存档的机会而前功尽弃,或在关键回合还要浪费宝贵的行动机会去存档,极大的降低了游戏体验。个人认为就算每回合只能存一次档,每关只能使用一个存档,都比现在的模式更能让人接受。
Grey Heritage is a fun game that marries visual novel segments with the SRPG elements of Fire Emblem, but with its own takes that separate it. For one, the game is very challenging at times. Your small group is often separated into two or more, meaning you'll have to utilize everyone's strengths to their fullest. There are also no promotions, so what you see is what you get, haha. There are traditional SRPG things like enemy reinforcements after certain rounds, more enemies that arrive when you reach a certain point, and, of course, ballistae that will absolutely destroy you if you aren't careful. The game utilizes save points, While they are generous, there are still times where accidentally being careless will result in the death of one of your heroes. My only real suggestion with this game is that saving is allowed anywhere. While I understand that might make the game quite a bit easier, I think it would greatly ease frustration of having to do things over. With that being said, fast-forwarding through the animations and even the enemy's turn is possible if you really want to conserve time. Upon beating the game, I really think the combat is the game's biggest strength. It's challenging, but incredibly fair and never frustratingly overwhelming. There is only one map that I didn't like, and since there are fourteen maps total, those aren't bad odds at all. The game gives you a handful of units, and aren't too numerous that you have to neglect certain units for others, which was a good balance. While some of the characters can be difficult to use at first, all are very useful once trained, and no one stood out to me as a hindrance. The story is a very interesting aspect of this game. It is somewhat similar to the stories of most Fire Emblem games, revolving around nations, politics, and war, but the game has a shounen anime angle, which made it intriguing. There was a big twist at the end I didn't see coming, and I really liked that. One thing I have to note that really stood out for me was the portrayal of the main character, Leon. He has a radically different portrayal than the main characters of most games. I won't elaborate further, due to not wanting to reveal spoilers, but his portrayal is fairly unique, if a bit unorthodox.I appreciate that the author tried something different with him. Grey Heritage kept me interested the whole way through, and I really enjoyed the tactical challenges it presented. I look forward to the sequel.
Grey Heritage is not a bad SRPG, but I find it hard to recommend in good conscience at the price point. Even at 50% off, it's $7.50 for barely 7 hours of rather generic gameplay, few standout moments, and no replayability. There is no postgame. There is no side content. There are only 2 difficulties. There are only 11 characters, with no options for customization or team-building; the game force-deploys certain units for every chapter, offering you 0 flexibility in deployment options. In terms of actual content, the game has 14 chapters, which are all really easy even on the harder difficulty. Gameplay is mostly mediocre, with just a couple of chapters being standouts. It's clear that the game borrowed the "big map" design philosophy from Fire Emblem 4: Genealogy of the Holy War -- and it becomes even more abundantly obvious once you see a certain character named "Bryan of House Velthomer" -- but overall, the game doesn't have a good understanding of what made FE4 fun. Unlike in FE4, characters have really high HP for no good reason, there's no multi-generational format, there's no room for creative teambuilding vis-a-vis inheritance, battles are really forgiving and don't force you to hurry, there's no need to hustle when it comes to resource management, and perhaps most importantly, the quality of storytelling is simply not that strong. Leon, the main character, is a walking contradiction, and one of the most naive protagonists I've seen in recent memory. He has the conviction and wisdom of a 5 year old; the main antagonist, Edward, is far more level-headed, pragmatic, and intelligent than Leon. Not only this, but the story resolves itself in the most unsatisfying, bizarre way, resulting in the [i]bigger[/i] antagonist still at large, and one of your most powerful characters defecting from your side. It's as if the story was left unfinished, or the developer just got lazy and didn't want to continue it further. Nor does the game make great use of SRPG Studio's capabilities. Tilesets are 16x16, despite the sprites being a higher resolution; the result is the ugliest-looking SRPG Studio game I've played. GH makes very limited use of plugins and has no custom functions that I could discern. There's no use of BEXP. There's no use of support bonuses. The UI is a generic far cry from the likes of Esperia: Uprising of the Scarlet Witch or Walk With the Living 2. Skills are all basic, native functions in SRPG Studio. None of them are balanced or creative. There is really nothing unique about the game. Level design is a mixed bag, with most maps leaning more towards unremarkable at best. Sure, there are two or three chapters which have traces of legitimately [i]great[/i] gameplay in them, but this is the minority of the game. For the most part, the gameplay is forgettable. You get more inspired level design from the likes of GBA FE romhacks. Some of the music is pretty good (especially the Japanese song), although most of the tracks are rather unmemorable. Overall, this is far from the worst SRPG Studio game out there. It's competent, but forgettable -- C-tier at best.
This game plays like a poorly ported Playstation game. Do you want to move your unit to the next encounter ? Here is what you do: 1.Double click on your unit 2.Click ''move'' 3.Click on where you want to move 4.Click on ''wait'' 5.Repeat for different times for every character 6.Repeat the whole process 4 different times to reach the next pocket of enemies There are save orbs scattered around the map and optional chest off the beaten path. Assuming one of your characters died because enemy got lucky and got a crit and hit thrice, what do you think you do ? Do the previously mentioned process for a second time. I spend around 2 hours in the tutorial chapter. Not because I died a lot mind you, I died like 2 or 3 times. It was because game is binded like it is the first game ever created in this genre. Go play cookie clicker if you like clicking this much
Like Fire Emblem but a little less refined. Maps are less interesting because there are hardly any terrain bonuses. Unit positioning is still important. 8/10 scratches the itch.
Good game that reminds me of GBA Fire Emblem. This is the dev's first game so expect some small QoL issues. Overall I enjoyed it but expect reinforcement spam.
[h1]复古战棋的味道[/h1] 本人对战棋游戏的品质还是比较挑剔的,一是因为玩多了之后各种战棋游戏都趋于类似,二是很难见到比较创新的战棋玩法,而《灰色遗产:预言褪色》这款有些复古战棋味道的策略游戏,却仿佛把我带回了早些年玩战棋(比如最早的火纹、皇骑)的时光里。 此外,不仅仅是玩法上带有复古战棋的味道,游戏画面上也略显古早,这种画面说不上好与坏,对于能够沉浸在回忆里的玩家来说,来自十几年前甚至二十几年前的游戏画面,并不会褪色多少,反而有些怀旧感。 [h1]复仇剧情戏[/h1] 在一个叫阿斯特里亚的国家,曾经的王子里昂被自己的好友、现在的王孙爱德华拯救,里昂想要拯救被战争摧残的国家和人名,由此展开的复仇之路。友情与信念的碰撞,十分精彩。 [h1]多样的人物和不错的立绘[/h1] 游戏的人物还是比较多样的,有11种,每个人物不同的技能组让我玩的很尽兴。 而且游戏虽然是有点低BIT味道的像素游戏,但是立绘做的真的还行,不过少了点剧情里的表情差分,而男主里昂感觉有点像年轻的艾伦…… [h1]存档问题[/h1] 本作仿佛有点向古早游戏繁杂且令人难受的存档方式学习,必须在关键地方存档,而不能随心所欲的存档(这点在最近的大热游戏《神之天平》中也可见一斑)。 这种存档方式有优有劣:缺点是无法体现游戏的随意性,增加了玩游戏的繁复度;优点则是味道很对,仿佛真的回到了当年不知疲倦的游戏时光。 [h1]结语:值得一玩的复古战棋[/h1] 如果怀念当时的那段战棋时光,这款游戏真的值得一玩,不管是多样化人物操控选择,还是沿袭了老战棋玩法的沧桑滋味,甚至是本作不算出色但是可以欣赏的剧情,都算是不错的优点。 [quote] 我的游戏真的有那么好玩吗? 关注[url=https://store.steampowered.com/curator/34823631/]“我的游戏不可能那么好玩!”鉴赏家[/url],这是你从未体验过的船新版本~ [/quote]
Alright, this one is a thumbs up because for a Srpg Studio dev first game this is a solid fundation and I respect that. But as a consumer, get this on sale because the full price may get your expectations a bit high, want to know why? Keep reading. You still with me? Great. So Grey Heritage: Faded Vision (FV) offers a short 14 chapter (maps) of tactical gameplay. This games shows its inspiration clearly, mainly Fire emblem, and specifically Genealogy of the holy war and Thracia 766. When just starting the first chapter you will find yourself in a massive map, all maps are really big, a simple trait that goes back to genealogy, the twist here is that FV does interior maps and mixed maps, making use of mount and dismount mechanics like in Thracia. The genealogy gen also goes into the HP values for units, most being fairly generous from the start. On the other side, the main thracia inspiration seems to go into the story of the game. Here we follow Leon the exiled heir of the kingdom in his rebellion to get his throne back from the usurper Edward. Now, this just be me, but the whole game has a weird homoerotic tension between Leon and Edward... or maybe that is just how I read it due to the beautiful art of the characters. In any case, the story shows a small scale internal conflict and left some things unresolved for a future entry, this is not your saving the world from an world ending war plot, and that is alright. Even if it can leave you wanting for a bit more story about the bigger world. But let's get into the meat of the game, overall, the reason that I had to recommend the game on sale is that, while chapters can be fairly long on a first time, the quality varies from bad to good, with a lot just being stuck on mid. With the best chapter being in the middle of the game, requiring you to invest a fair bit of time before you tap into the full fun that FV maps offer. Making a quick rank of the chapter with got 4,6,9 and 10 as the best maps, the common denominator being that all of them make use of the big maps by diving your units and giving them something to do at all times in inter related ways. Like having one group opening doors for another group, while a third is fighting for their lives. On the opposite side, we have chapter 5 and 11 as the worst maps, this being big maps with low unit counts you have to traverse carefully and take a lot of time just waiting for the AI to finish their turn. The first map requires a special mention, the first is fairly tigh on the combat, a bad move can end your run quickly, and the save points require working through a fair amount of combat. Then the rest of the maps are just there, they work but are not that memorable or unique, this includes the last 3 maps sadly wich suffer from some divisive boss designs... All in all, the general mechanics are fairly standart for a FE-clone game, and due to how short the game is things like promotions, branching paths or supports are not in the game. This is a pure combat focused game, with a story that works to push the conflict even if it seems to have troubles on putting you on the protagonist side due to an antagonist that may be a bit more relatable, and an ending that may not pull the right strings if you already saw it coming. And that is why the reccomendation comes for getting it on sale, it is an interesting game to see when and why big maps work in FE style games, it is a good game to have as base line of what to expect from a Srpg Studio game and it may give you some fun jokes to make about Leon and Edward, but is not going to blow your mind. But that is alright, we all need a "fast food" game that scratchs the itch everyonce in a while. If that is what you want, you will have a decent 8 to 14 hours here. That's all folks.
Game crashes when ever I trade an item between two characters. But works perfectly on the Steamdeck. So Deck it up
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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